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This skittish amalgam of beast parts has luminous eyes, a rat's tail, simian appendages, and tendrils extending from a mole-like nose

Zoog CR 1

XP 400
CN Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent, spell sight; Perception +5


AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +1


Speed 30 ft., climb 30 ft.
Melee bite +6 (1d3-2 plus bleed 1), 2 claws +6 (1d2-2)
Special Attacks bleed 1
Spell-Like Abilities (CL 1st; concentration -2)

Constantdetect magic, speak with animals


Str 6, Dex 15, Con 10, Int 5, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +12, Climb +12, Perception +5; Racial Modifiers +6 Acrobatics, +6 Climb
Languages Aklo; speak with animals
SQ otherworldly touch


Otherworldly Touch (Ex)

A zoog's natural attacks can strike incorporeal creatures as if they were ghost touch weapons.

Spell Sight (Su)

A zoog's eyes radiate normal light in a 15-foot cone and increase the light level by one step for an additional 15 feet beyond that area. Any magic effect in this area glows faintly. This glow does not reveal the magic effect's school or strength. A zoog can quell or renew this light as a swift action.